If you have any questions on programming, this is the place to ask them, whether you're a newbie or an experienced programmer. Discussion on programming in general is also welcome. We will help you with programming homework, but we will not do your work for you! Any porting requests must be made in Developmental Ideas.

It's using the KGLX (PVR OpenGL) library from Kallistios coupled with the compiled normal & dynamic lighting arrays from CubicVR's SH4 Optimized lighting. Currently only point lights are supported but there is no limit on the number of lights.Ã¯Â»Â¿ The PowerVR in the Dreamcast can only transform 3Million polys/sec but has no lighting engine .. However the SH4 can actually transform 5Million/sec which makes it ideal for lighting -- but it can only be utilized efficiently through SH4 Assembly code.

I haven't taken a look at the chui improved version but I have downloaded a copy now (thanks for the suggestion) and will definately check it out as I was having serious memory and clipping issues with the standard kglx.

I've already gone to the extent of building the lighting engine fromÃ¯Â»Â¿ scratch so I will probably investigate what it would take to use the powervr api directly -- but I'm guessing we'll stick with OpenGL bindings as they're the most compatible between platforms.

I have committed the first portions of the DC projects to the CubicVR GIT repository. At the present time it successfully builds along with Bullet 2.78 and one of the physics example projects but I have not had a chance to test if the result actually works yet

I will be doing some work on it in the near future and hopefully can get something stable out this summer for folks to tinker with. Anyone with DC dev experience is encouraged to help test and submit issues, ideas and patches via GitHub.

PH3NOM wrote:I have compiled the CubicVR engine, it is running on Dreamcast.

But, I am not sure if the included demo, 'bullet', is supposed to be rendering textured polygons or not.
It currently renders un-textured polygons, with a maximum frame-rate reported at 20fps.

I have tested on real hardware, and the results are the same:

Looks like he answered you question personally Phenom back at where u posted it at cubivr forum.And he still seems to be requesting help for the dc section if anyone(knowledgeable in dreamcast's workings) wants to help him out ,I guess.

Hey PH3NOM,

You hit the exact same issue I did when I fired up the port recently; since the last working build I've apparently broken or hit a bug with the optimizations that use the KGLX OpenGL transform stack -- as a result only objects positioned by bullet are showing (hence the missing landscape). The missing texture issue was simple, I have a fix for that but am waiting to commit it when the transform issue is resolved.

I'm likely going to scrap using the KGLX transform stack and roll one that leaves room to customize SH4 ASM for optimal handling of all transforms. The stack needs to be rewritten for OpenGL ES 2.0 and OpenGL 3.x as well so I'm making it my top priority for the next commit. I will first implement the transform system in pure C++ and then will provide the SH4 optimizations later on for DC.

PH3NOM wrote:I have compiled the CubicVR engine, it is running on Dreamcast.

But, I am not sure if the included demo, 'bullet', is supposed to be rendering textured polygons or not.
It currently renders un-textured polygons, with a maximum frame-rate reported at 20fps.

I have tested on real hardware, and the results are the same:

Looks like he answered you question personally Phenom back at where u posted it at cubivr forum.And he still seems to be requesting help for the dc section if anyone(knowledgeable in dreamcast's workings) wants to help him out ,I guess.

Hey PH3NOM,

You hit the exact same issue I did when I fired up the port recently; since the last working build I've apparently broken or hit a bug with the optimizations that use the KGLX OpenGL transform stack -- as a result only objects positioned by bullet are showing (hence the missing landscape). The missing texture issue was simple, I have a fix for that but am waiting to commit it when the transform issue is resolved.

I'm likely going to scrap using the KGLX transform stack and roll one that leaves room to customize SH4 ASM for optimal handling of all transforms. The stack needs to be rewritten for OpenGL ES 2.0 and OpenGL 3.x as well so I'm making it my top priority for the next commit. I will first implement the transform system in pure C++ and then will provide the SH4 optimizations later on for DC.

Cheers,
-CJ

Wow, that guy is awesome. I knew I had it right

I look forward to his next build. Later, I will post back on that forum.

Looks like he gave you the go ahead on implementing vq texture compression.Looks like the dreamcast version might be going somewhere now.

Hey PH3NOM/All,

The latest commit to github is now working (and textured) on DC again; I was able to replace the GL matrix stack dependence with a far simpler one which will be optimized for SH4 soon. The landscape appears to have some new bullet quirks but they are present on all platforms so that should be resolved soon as well.

And PH3NOM feel free to give the VQ texture support a go -- all I load right now is PCX files so that area will be DC-specific; you should find what you need in Texture.cpp and possibly IMAGE.cpp.

Feel free to move the conversation over to a GitHub issue and we can reference lines of code and post comments there.

Wow.Thats before optimizing for dreamcast no?(he did say something along those lines.)So I see youve made your own addition,explains why you were so quiet hehe.The darker areas are there because they are faded out/clipped or because its not lit?Since you seem rather impressed with it and made your own addition,do you plan to help out on it every now and then?Hopefully it becomes more than an impressive tech demo.Hmm tried to build a cdi but it looks like the tools I normally used arent compatible with 64bit windows.Looks like ill have to use my xp pc.

Edit:Finally got it to work.Wouldnt work for me in nulldc when built with fastboot.Had to use bootdreams.Didnt feel like burning a disc.